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Version 3.4 is now available!
The research screen icons representing objects and recipes now display a lot more information. Before it was just the name, now it's:
This is a very often requested enhancement so it's good to have it now in-game.
Products will now display a simplified recipe information when displaying their information. And raw resources will also display a list of icons for the recipes they are an ingredient of:
Meet the medus and the chuchus!
The medus are aquatic creatures that live inside a glass balls. Aided by their technology, they can enjoy your station amenities or vaporize your officers just fine.
The chuchus are a formerly brutal species that got a bit more civilized in the past millennia. Unlike currently brutal species they can be convinced to buy your shinny baubles in peace.
The system view in the galaxy screen will now display an icon next to the planet to indicate if any ship has an autopilot order that visits that planet, plus the number of ships that do so. This will be very helpful when planning autopilot routes, so you can see quickly what planets are visited by your fleet and avoid making unwanted visits.
Jobs now have an on-map progress bar to quickly glance how long is going to take. Consumption actions also display this progress bar. Jobs that have been stopped or have some kind of status warning will now also display an icon on top of them. Clicking the object will give more information, as before.
It has been requested that there should be some indication of where a raiding party is going to strike. While we agree it's a good idea, having the exact position would cheese up too much the game, since then it's very easy to isolate it by removing corridors, for example. But we still wanted to add such a feature to the game, so now a big wide circle will be displayed. The raiding party will spawn inside this circle, but the exact position will be random inside its area.
Raiding parties will now arrive by shuttle and stop just over the spawning area, to make this station event a nicer feeling. The shuttles are unique for each civ. We really want to go back to adding new station events, and making a better design of the current ones is a first step.
Now that there's an item system, looting items dropped by enemies is back in the game:
First an item generation and spawning proc was added to enemy deaths. This is straightforward for the station, and it actually doesn't involve any looting at all, since everything that falls on the station floor is yours to keep. For planets a similar system to V2 was adopted, you need to order your officers to walk near the dropped items to loot them. They are then added to the exploring ship cargo (with zero mass), and dropped on your station when your crew goes back.
Items can now have extra bonuses over what is provided by the basic item template:
In the example screenshot, the item is "Strong" because it includes an extra health bonus (no gun has +health, by default), and it's "Epic" because said health bonus is +2 levels above the item roll. For now only master engineers are able to produce such items, with a chance proportional to their experience.
The remake of the alert system is underway, and it's looking much better already:
Alerts should be useful, not something that gets in the way, and the old ported over system from V2 wasn't very good. Alerts are now a lot more robust and have new features. Clicking any alert popup will automatically change the screen and focus on the correct object. Alerts are now also displayed as icons at the top of the screen. Clicking the icons has the same effect, plus also bringing up again the alert popup. Inside the popup you will also find buttons to hide it again, or to delete it forever.
The prototype alert bar introduced in the last update has now been fleshed out and it has taken on a more important role. Alerts will now be displayed one by one, to avoid the much reported spam. They all will still be displayed, but at a slower pace. You will also be able to select recent alerts by clicking on them on the alert bar, or delete them by right clicking. A focus rectangle is now displayed to highlight the corresponding alert icon in the alert bar.
Items do not boost any more a particular kind of combat action. Instead a new generic bonus as been introduced, "power". This bonus is automatically added every time an active combat action is performed by the officer or NPC, no matter what kind it is. This simplification was introduced in order to make officer specs participate in combat bonuses:
The spec factor gets multiplied to the power bonus from wearable items. This makes clothing easier (removing complexity from gearing officers), while making officer specialization more important and meaningful.
Combat items now have independent proc and effects. The proc is what "carries" the attack (a projectile, a bomb, a beam, etc.). The effect is what happens when the proc is done (damage, healing, crowd control, etc). This change makes it easier to develop new items.
For procs, there's now support for damage over time areas and direct attacks. For effects, crowd control has been fleshed out and there's now items that can make officers and NPC dizzy, sleepy or crazy. And finally work is also starting on a new kind of combat action: damage shields.
A new kind of combat ability is now in the game:
Damage shields are an alternative way of providing healing to your officers. They spawn an hemispherical shield over its area of protection, usually centered in the casting officer:
After it's spawned it will absorb every damage hit sustained by friendly units under its surface. It will be destroyed once its own HP reaches 0, or when a timer runs out. Any officer will be able to wield this ability, but it will be much more potent in the hands of a Scientist.
Other civ ships are now able to visit your home asteroid, and they will be displayed in the galaxy map:
This is the backbone of making more sense of some station systems and events, so other civs NPC wanting to visit your station first have to get there, instead of magically spawning. No more than one ship will be spawned per system, to keep their numbers under control. A galaxy filter will be implemented later on to hide these ships, if the user desires so.
As a continuation of the on-galaxy civ ships, visitors now arrive in one of those ships, and dock in your station using a civ specific shuttle:
Visitors will respect its visiting ship schedule, coming and going using their respective ships.
The next system to migrate to galaxy ships will be group invasions. Before any group invasion happens a ship will have to be spawned from an hostile system, so the advance notice for the invasion will make more sense (and the area warning will also be kept). This means the user first has to unlock a system with a hostile civ before invasions start. Other smaller invasion events, like sneakers and impostors, will also be locked this way, making the early game free of invaders.
[ 2016-12-17 16:57:12 CET ] [ Original post ]
A new major build of The Spatials: Galactology is now available! The main highlights for this build are:
- Real civ ships in the galaxy, so when you get visitors or invasions, they will travel the galaxy map just as the player does. This also influences tourism, which now is generated by the civ systems in the galaxy.
- The Medus and the Chuchus, two new civs
- Item system enhancements, like looting, master craftsman bonuses, and a simpler power system
- New alert system, less annoying and more useful
- Made many fixes to attacks in order to standardize their procs and systems
- Introduced more crowd control items and a new item category, damage shields, for passive healing
Much more informative tooltips in research screen
The research screen icons representing objects and recipes now display a lot more information. Before it was just the name, now it's:
This is a very often requested enhancement so it's good to have it now in-game.
Recipe and ingredient info for resources
Products will now display a simplified recipe information when displaying their information. And raw resources will also display a list of icons for the recipes they are an ingredient of:
New civs!
Meet the medus and the chuchus!
The medus are aquatic creatures that live inside a glass balls. Aided by their technology, they can enjoy your station amenities or vaporize your officers just fine.
The chuchus are a formerly brutal species that got a bit more civilized in the past millennia. Unlike currently brutal species they can be convinced to buy your shinny baubles in peace.
Autopilot visit icons in planets
The system view in the galaxy screen will now display an icon next to the planet to indicate if any ship has an autopilot order that visits that planet, plus the number of ships that do so. This will be very helpful when planning autopilot routes, so you can see quickly what planets are visited by your fleet and avoid making unwanted visits.
Warning icons and progress bars for jobs
Jobs now have an on-map progress bar to quickly glance how long is going to take. Consumption actions also display this progress bar. Jobs that have been stopped or have some kind of status warning will now also display an icon on top of them. Clicking the object will give more information, as before.
Raid landing area hint
It has been requested that there should be some indication of where a raiding party is going to strike. While we agree it's a good idea, having the exact position would cheese up too much the game, since then it's very easy to isolate it by removing corridors, for example. But we still wanted to add such a feature to the game, so now a big wide circle will be displayed. The raiding party will spawn inside this circle, but the exact position will be random inside its area.
Invaders shuttle
Raiding parties will now arrive by shuttle and stop just over the spawning area, to make this station event a nicer feeling. The shuttles are unique for each civ. We really want to go back to adding new station events, and making a better design of the current ones is a first step.
Looting
Now that there's an item system, looting items dropped by enemies is back in the game:
First an item generation and spawning proc was added to enemy deaths. This is straightforward for the station, and it actually doesn't involve any looting at all, since everything that falls on the station floor is yours to keep. For planets a similar system to V2 was adopted, you need to order your officers to walk near the dropped items to loot them. They are then added to the exploring ship cargo (with zero mass), and dropped on your station when your crew goes back.
Master item making bonuses
Items can now have extra bonuses over what is provided by the basic item template:
In the example screenshot, the item is "Strong" because it includes an extra health bonus (no gun has +health, by default), and it's "Epic" because said health bonus is +2 levels above the item roll. For now only master engineers are able to produce such items, with a chance proportional to their experience.
Revamped alerts
The remake of the alert system is underway, and it's looking much better already:
Alerts should be useful, not something that gets in the way, and the old ported over system from V2 wasn't very good. Alerts are now a lot more robust and have new features. Clicking any alert popup will automatically change the screen and focus on the correct object. Alerts are now also displayed as icons at the top of the screen. Clicking the icons has the same effect, plus also bringing up again the alert popup. Inside the popup you will also find buttons to hide it again, or to delete it forever.
Final UI/UX for alert bar
The prototype alert bar introduced in the last update has now been fleshed out and it has taken on a more important role. Alerts will now be displayed one by one, to avoid the much reported spam. They all will still be displayed, but at a slower pace. You will also be able to select recent alerts by clicking on them on the alert bar, or delete them by right clicking. A focus rectangle is now displayed to highlight the corresponding alert icon in the alert bar.
Unification of specialized passive power bonuses in items
Items do not boost any more a particular kind of combat action. Instead a new generic bonus as been introduced, "power". This bonus is automatically added every time an active combat action is performed by the officer or NPC, no matter what kind it is. This simplification was introduced in order to make officer specs participate in combat bonuses:
The spec factor gets multiplied to the power bonus from wearable items. This makes clothing easier (removing complexity from gearing officers), while making officer specialization more important and meaningful.
Refactor of procs for active combat items
Combat items now have independent proc and effects. The proc is what "carries" the attack (a projectile, a bomb, a beam, etc.). The effect is what happens when the proc is done (damage, healing, crowd control, etc). This change makes it easier to develop new items.
New attacks
For procs, there's now support for damage over time areas and direct attacks. For effects, crowd control has been fleshed out and there's now items that can make officers and NPC dizzy, sleepy or crazy. And finally work is also starting on a new kind of combat action: damage shields.
Damage absorption shields
A new kind of combat ability is now in the game:
Damage shields are an alternative way of providing healing to your officers. They spawn an hemispherical shield over its area of protection, usually centered in the casting officer:
After it's spawned it will absorb every damage hit sustained by friendly units under its surface. It will be destroyed once its own HP reaches 0, or when a timer runs out. Any officer will be able to wield this ability, but it will be much more potent in the hands of a Scientist.
Civ ships visiting your station
Other civ ships are now able to visit your home asteroid, and they will be displayed in the galaxy map:
This is the backbone of making more sense of some station systems and events, so other civs NPC wanting to visit your station first have to get there, instead of magically spawning. No more than one ship will be spawned per system, to keep their numbers under control. A galaxy filter will be implemented later on to hide these ships, if the user desires so.
Civ-specific shuttles, visitors and ships
As a continuation of the on-galaxy civ ships, visitors now arrive in one of those ships, and dock in your station using a civ specific shuttle:
Visitors will respect its visiting ship schedule, coming and going using their respective ships.
Invasions based on ships, hostile event gating
The next system to migrate to galaxy ships will be group invasions. Before any group invasion happens a ship will have to be spawned from an hostile system, so the advance notice for the invasion will make more sense (and the area warning will also be kept). This means the user first has to unlock a system with a hostile civ before invasions start. Other smaller invasion events, like sneakers and impostors, will also be locked this way, making the early game free of invaders.
Technical development notes
- add richer popups for research tree
recipes, objects and floors have full panel info equivalent
- display mini recipe in info panel for products
separate from basic info to not be reduntant in research screen
- display mini "ingredient of" in info panel for resources
just list of icons for recipes
- update planet editor mod
- add all sprites for new civs
- hide walls should be persisting in the game model
- add build info text line about object solid mode
- add info text and image to pallet build info panel
- fix storage area once for all
stronger buildable check
on building area, refuses if room is not empty
for every other object building attempt (!) refuses if area is present
- hide aesthetics bar
- create new civ rules
- scale planet buildings to planet level (prev was only for enemies)
- auto scale station object hp based on unlocked invader level, plus some auto factoring of the kind of object
add manual factors for doors and similar
- auto scale station turret attack power based on invader tech level
- fix: interrupted vital objects do not reset pose to idle
- plain bed must be listed before officer bed
- building job and out of money keeps officers becoming busy for no reason
fix job sm to not go into wait-for-worker when missing money
- viz in galaxy for planets visited by autopilot
show icon in planets visited by autopilots
- more icon and progress vis on top of factories
feedback for % work progress, bar on top of object
icon with job warning
- spawn some kind of marker with the "incoming raiders" warning to indicate the area of arrival, 1m in advance
do a big circle with some random offset to avoid cheesing with floor deletion
- add hovering pirate etc shuttle over the spot where invaders spawn
enter and exit animations
- test drops on death on station (no problem with pickup or ship transports)
- item drops and pickup on planets
store metas in ship
on ship station arrival dump metas as new items
looter system for officers in planet
- show looted items in bridge stock view
- ship bridge placeholder job should not display warning icons
- add goal and counters for looting
- remove shower demands from master specs
- remove in-shop and in-storage components from resource stack when dismantling any pallet like object
re-enable passive shop and storage marking system
- item forge: masters with high xp can add random extra bonus to item
also change meta name
chance is factored over XP ramp past master level
Rare: +1 level bump for bonus, 15% max chance
Epic: +2 level bump for bonus, 5% max chance
Legendary: +3 level bump for bonus, 2% max chance
Powerful: +dmg, Surgical: +healing - don't add those to items that doesn't make sense to
Strong: +hp
add bonus on top of existing bonus for items that already have it
- alerts revamp: model
focus
must support checks for liveness
any entity from any world (also support planets)
position on a world
officer for staff
ship for bridge
planet
galaxy
introduce internal IDs for ships and officers (sigh)
icon: any frame or any officer id
flags for enabling minimize and trashing
keep existing flags for read, etc.
- alerts revamp: UI
update report log
icon with subject
clickable popup to focus
timer is prop to text size
minimize button to keep around in alert bar
icon alert bar shows latest alerts
trash button to remove from alert bar
- change alert popup display system
only one alert is ever displayed
icons for pending messages get an icon to indicate it
user can interact any time and override the displayed popup
each message gets a display time then moves away to display the next pending one
- more alerts
final code for autodeletion, respect the canTrash flag
keep just latest 10 alerts any required fixed alerts, independent of MAX_ALERTS
right click alert bar icon to delete it
check throttling for some alerts (going crazy, strike, demands)
add cursor rect for open alert popup over its icon in the bar
- fix: highlighted alert icons look bad
use a simple dot instead
- fix: panning from system to system is introducing artifacts
- items: introduce active items with crowd control power
- items: unify all bonus powers under a "power" stat
- items: classes can now factor over the bonus power
medics: extra power to healing
strategist, engineer: extra power to damage
diplomat: extra better CC power rolls
scientist: extra power to absorb
think about enemies too
pick a base bonus based on carried active item
- add factor and base bonus to aggressor info panel
- add spec factor bonus to staff screen
- fix equip matrix filter
- new standarized proc "carriers" for combat
Direct
affect a single target directly
Beam
point to a target or point then produce a ray that can hit anything between it and the target
Instant circle area
Centered on a target or point, affect everything inside its area
Projectile
an entity is spawned and moves in a direction until it hits something, or some time passes
Explosive projectile
same as projectile but does a circle area on hit, instead of single target
Reactive circle
a circle is put on a point or target, then ticks a proc fast, with a duration, start radius, end radius
procs are called at random for entity hits
Reactive projectile
same as explosive, but the circle is held for N seconds
- compose functions for sounds and sprites
- new standarized hit procs for damage and healing
proc is passed reason of call: hit with map, hit with entity, timeout
- port all existing items to the new proc system
test and debug
- new crowd control procs and items
add cc proc
support various kinds of cc
applied based on power formula roll vs max hp
stun attack items
- final attack selection for active items
- fix: after new combat changes, officer attacks and healings do not have any effect
- review random picker for enemy npcs for new items
- fix: sleep stun should work for all entities
- new shield items and mechanic
vis: hemisphere dome of horizontal lines
model: on every hit, a point query is performed to catch any friendly shield
then decrease delta from shield hp until it goes 0 or less, then destroy
also destroy on timeout
introduce optional delta proc for vitals
- bump save version
- wider squad bar buttons with hp bars
- fix: dont call hit proc on healing (blood)
- per-system civ alien ships
one potential ship per system
n equal to systems, so max 1 ship per system, goes nice with progression
model
declare all civ ships
add ship name to civ model
add shuttle name to civ model
fleet has separate set for civ ships
galaxy view iterates over both, disables most interactions for civ ships
- docking for visitors
"waiting for a free dock" concept
ships come from friendly systems by themselves and park in home
consider all home parked npc ships, visitor travel ship state must be VISITOR_SHIP_WAITING_DOCK
never use central teleporter
only use built docks
if all are in use, it waits parked for a max of X minutes
use correct shuttle for the ship civ
- fix: errors on notifications for sneakers and others
- fix: hit proc is randomly firing for blueprint objects
- fix: civ ships should not be clickable in any way
- fix invasion event: do it visitor ship based, with warnings
dont do it in the system tick, keep the central event control for this, and use a helper to find a system
use faster ship
so only can come from hostile systems
base invader level on tech unlock level, not highest planet level
divide event in two halves, so the raid event is independent from the ship launching event
- fix sneaker event: if no hostile systems are open, do not enable
and make sure aggressor civ matches a civ with open systems
- fix impostor event: if no hostile systems are open, do not enable
and make sure aggressor civ matches a civ with open systems
- proper rep deltas and display from killing enemies
- tourist deaths should carry large rep loses
- sync planet constructions with greatly increased rates
for all involved models (build, rep, storage, etc)
- fix: proper visitor ship timings
- tourism: advert buildings (1 per planet) makes visitor ship cycle go faster for their system, up to 3x
- system view with civ filter should display icon for embassy, recruitment and ads objects
- diplomacy system: delta+ for hostile
allow embassies buildable on hostile, no margin area
make them invulnerable
ask for them to be built near any town
also for recruit and ads objs, but only with friendly towns
- fix: stop planet enemies from attacking fauna, stop fauna from attacking enemies
- galaxy view filter to display all ships or only player ships
with save game persistence
- double points gained from research, reduce xp tiers a bit
- add hp power factor to all officer specs, including redshirts, for balance vs npc
- dont spawn fauna in tutoland
- update vis for any item stacks after obj destruction
[ 2016-12-17 16:57:12 CET ] [ Original post ]
The Spatials: Galactology
Weird and Wry
Developer
Weird and Wry
Publisher
2018-04-18
Release
Game News Posts:
69
🎹🖱️Keyboard + Mouse
Mixed
(231 reviews)
The Game includes VR Support
Public Linux Depots:
- Galactology Linux [197.24 M]
Available DLCs:
- The Spatials: Galactology - Soundtrack
The Spatials are back on a new adventure!
The Spatials: Galactology is The Spatials reimagined as a deeper, more rewarding simulation game. With mod support and active pause, Galactology adds new items and structures to build, trade routes to exploit, planets with many new variables, sophisticated AI, civilizations that actually attack your station -- and unique gameplay systems behind every object and room.
Key Features
- Design a space station and watch your crew as they build it in real time
- More freedom for your designs: use any room with any objects, color the floor tiles as you wish
- Reinforce your space station with new buildings, management decisions, and staff
- Assemble robots to assist with station chores
- Explore a detailed simulation with many systems to play with -- including manufacturing, research, healthcare, disease, emotional breakdowns, combat, hunger, thirst, cleaning, decay, security, FIRE!, and more
- Handle complex logistics, requiring restocking and inventory control
- Earn in-game cash by growing your space station’s hospitality business
- Designate staff for your bar or your research lab
- Visitors and officers have a mind of their own. Make sure their needs are met!
- Build hospitals to care for the wounded and diseased
- Secure your station with cameras, scanners and turrets
- A randomly-generated galaxy with 100+ planets
- Build spaceships and explore the galaxy
- Explore the surface of planets and asteroids
- Engage in real-time combat to forge alliances and make new enemies
- Find natural resources, civilizations and ancient ruins
- Establish trade routes with your allies
- Develop and download gameplay mods from the Steam Workshop
- And more, much more is coming!
About Weird and Wry
Weird and Wry is a Barcelona game development studio founded in 2014 by two brothers: Carlos and Max Carrasco. Carlos (a programmer) and Max (an artist) share a love for simulation games and classic play -- which heavily influenced The Spatials, their first project. Inspired by the great classic sim games of the '90s, The Spatials combined classic base-building gameplay (based on isometric tile room building) with a real-time combat system and an exploration campaign. The Spatials was released on Steam in March 2015 and took off! Thanks to its success and growing fan base, The Spatials spawned a sequel -- The Spatials: Galactology, which updates the original concept with deeper gameplay and a whole new take on the space station management business.MINIMAL SETUP
- OS: Ubuntu 14.04 64 bit
- Processor: 1.3 Ghz or higher (64 bit only!)Memory: 4096 MB RAM
- Memory: 4096 MB RAM
- Graphics: Intel HD 3000+ / AMD Radeon HD 4000+ / NVIDIA GeForce GT 200+
- Storage: 300 MB available spaceAdditional Notes: Requires stable OpenGL 3.2 drivers with GLSL support
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